using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Barotrauma; using System.IO; namespace CrashReporter { /// /// This is the main type for your game /// public class ReporterMain : Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; int graphicsWidth, graphicsHeight; Texture2D backgroundTexture, titleTexture; GUIFrame guiRoot; string crashReport; public ReporterMain() : base() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 640; graphics.PreferredBackBufferHeight = 360; } /// /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); graphicsWidth = GraphicsDevice.Viewport.Width; graphicsHeight = GraphicsDevice.Viewport.Height; TextureLoader.Init(GraphicsDevice); GUI.Init(Content); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); GUI.LoadContent(GraphicsDevice); backgroundTexture = TextureLoader.FromFile("Content/UI/titleBackground.png"); titleTexture = TextureLoader.FromFile("Content/UI/titleText.png"); guiRoot = new GUIFrame(new Rectangle(0, 0, graphicsWidth, graphicsHeight), Color.Transparent); guiRoot.Padding = new Vector4(40.0f, 40.0f, 40.0f, 40.0f); GUIListBox infoBox = new GUIListBox(new Rectangle(0, 0, 330, 150), GUI.Style, guiRoot); infoBox.Visible = false; crashReport = System.IO.File.ReadAllText("CrashReport.txt"); string wrappedText = ToolBox.WrapText(crashReport, infoBox.Rect.Width, GUI.SmallFont); int lineHeight = (int)GUI.SmallFont.MeasureString(" ").Y; string[] lines = wrappedText.Split('\n'); foreach (string line in lines) { if (string.IsNullOrWhiteSpace(line)) continue; GUITextBlock textBlock = new GUITextBlock( new Rectangle(0, 0, 0, lineHeight), line, GUI.Style, Alignment.TopLeft, Alignment.TopLeft, infoBox, false, GUI.SmallFont); textBlock.CanBeFocused = false; } GUIButton sendButton = new GUIButton(new Rectangle(0, 0, 100, 30), "SEND", Alignment.BottomRight, GUI.Style, guiRoot); //se.OnClicked = LaunchClick; } /// /// UnloadContent will be called once per game and is the place to unload /// all content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit(); // TODO: Add your update logic here base.Update(gameTime); guiRoot.Update((float)gameTime.ElapsedGameTime.TotalMilliseconds); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); guiRoot.Draw(spriteBatch); spriteBatch.End(); } private void SendReport() { } } }